CHARACTER INDEX The Evrensel Conflict -- Canon Claim

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AIM Leader Wade

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#1
This is for........ CANON CLAIMING!​



Name:

Series:

Canon (Where in the story are you taking them from?):

Abilities (This includes the character's skills):

Equipment:​
 

LuckycoolHawk9

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#2


Name: Connor RK-800

Series: Detroit: Become Human

Canon (Where in the story are you taking them from?): After the Good ending

Abilities (This includes the character's skills):

Scan/ Analyze: Connor can scan/analyze his surroundings to determine the best course of action to take and also allows him to obtain knowledge such as blood samples and other items.

Reconstruct/ Preconstruct ( Bugged): Depending on how in control of his stress level and how detached he is from the situation, he can attempt to re-create previous scenes. Likewise preconstruct allows him to see how his actions can be.

Adapting: It's one of his features

Negotiator: Connor is on par with a real life negotiator and can use psychology and previous behaviors to help him determine the best course of action.

Vocal Imitation: He can imitate others voices.

Martial skills: Connor knows how to do hand to hand combat, is extremely fast and athletic and knows how to handle fire arms

Equipment: A gun. Otherwise he is the equipment.
 

AIM Leader Wade

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#3

Name: Ash Williams

Series: Evil Dead

Canon: After 'Army of Darkness'

Abilities: Getting drunk, acting like an asshole, and killing Deadites because somehow, the fate of the world rests in the hands of a narcissistic jackass.

Equipment: Has a chainsaw he can place on his hand, a double barreled sawed-off shotgun, a robotic hand created in the medieval times, and the chin of a goddamn Alaskan mountain, where it's too beautiful to look away.​
 

AIM Leader Wade

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#4


Name: Peter Parker. AKA, Spider-Man

Series: Spider-man, PS4

Canon: After the events of the game

Abilities: Massively flexible, he's a B I G S T R O N G B O I, have a slight ability to regenerate or at least heal faster than a normal person, got's the spider-sense, and has a penchant for making quips like the goof that he is.

Equipment: A variety of different gadgets and webbing. From friendly scanner and spider-bots, to webs that are powerful enough to make you stick to the wall, shock you, make you fly, and even trap you. Like all spiders can.
 

The Wanderer

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#5
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Name: John "Jacket" Doe

Series: Hotline Miami

Canon (Where in the story are you taking them from?): After the events in the first Hotline Miami but ignoring the ending of the second Hotline Miami with a little bit of Payday 2 sprinkled in.

Abilities (This includes the character's skills): Despite Jacket's tactics of being as quick and brutal as his body can physically allow, he has proven to be quite the marksman and hand to hand combatant. Coarse, this might have something to do with his former military background and years of experience with firearms and fighting. Combine this with a possible psychosis that seemingly enhances his strength to the point where he could beat someone to a bloody pulp with his bare hands and a strong kick to the head. He is still human, and is restricted to the needs and weaknesses of a human being.

Equipment: A customized MAC - 10 Sub-machine gun nicknamed "Jacket's piece." A sawed-off pump action shotgun, a switchblade and claw hammer and a tape player that Jacket uses to communicate.​
 

The Wanderer

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#6
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Name: "DJ Scully"

Series: Killing Floor Series

Canon (Where in the story are you taking them from?): During the events unfolding in Killing Floor 2

Abilities (This includes the character's skills): Due to Scully's attitude and general preference, he is what people would describe as a "Gunslinger." Someone who lacks the ability to snipe enemies with deadly accuracy, but can take down foes in close quarters with just two pistol class weapons by either shooting out their knees or focusing fire on their head til nothing is left on their shoulders. Combine this with Scully's endurance despite being a bit of a lightweight, you have a deadly ally.

Equipment: Two hand-cannons or "Desert Eagles" and two 9mm handguns with about six clips for the hand-cannons and only four for the handguns. A bowie knife and a Horzine Medical Nanite Injector with limited charges.

 
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#7
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Name: Laurence "Prophet" Barnes

Series: Crysis

Canon: Before the events of Crysis 3

Abilities:
Prophet wields the power of the CryNet Nanosuit Version 2, which in term makes him a fully fledged combat machine. It has a separate storage of Energy which allows him to utilise the following functions:

Maximum Armor: Energy is diverted to tightening of the suit's outer weave, increasing density and thus enabling deflection of oncoming high-speed projectiles; blunt trauma and high-energy emissions are also absorbed. This depletes the suits' power rather than the wearers' health. It should be noted that due to the suits' increased bulk, footsteps are louder and the wearers' stealth properties are significantly reduced if operating on certain terrains, such as concrete or brick. A prominent glow will flow through the suits' fibers as it channels power-dampening energy.

Cloak: The suits' surface dynamically scans the surrounding area and modifies its skin color to match in real-time, cloaking the wielder in addition to trapping most vibrations (sound) produced by movement. Note that firing a shot from an unsuppressed firearm while cloaked will fully deplete the suits' energy reserve while doing so with a suppressed firearm will minimize power consumption but while still disrupting the system. The suit will also temporarily deactivate the field if the wielder strikes an enemy or picks up an item/enemy.

Power: This passive mode activates only when needed and is a combination of Speed and Strength from the previous Nanosuit, although it performs better than the two. It triggers and consumes energy when performing fast actions such as a "power jump," "power sprint," or "power slide," moving an incredibly vast and cumbersome object, or crashing down on a surface or enemy with titanic force (known as an "air stomp"). If the wielder picks up an physical object, they can utilise the Power mode to throw it with increased force, causing more damage on impact.

Visor: This mode allows for efficient streaming of vast amounts of battlefield information. The wearer can pick out items of importance, such as corpses, weapons, ammo, conduits, consoles, real points and the like, and scan them for details, as well as 'tag' enemies to track them as they traverse the environment. This mode also filters out ambient noises and enhances sensory perception, so that the wearer may easily pick up on conversations occurring in the vicinity.

Nanovision: By using energy at approximately the same rate as when cloaked and standing still, this effectively works as both Thermal and Night vision. When activated, everything turns greyscale, save for heat sources, which turn the same color they would with the standard thermal image (including Aliens). It also emulates night vision by evening out the visual highs and lows to make everything a uniform brightness.

Equipment:

Defibrillator: This is a feature that can be activated to revive the user on the Nanosuit when the user enters cardiac arrest. If a user takes too much damage as in the case of Alcatraz, the Nanosuit can heal (grow into the wounds), yet it cannot restart the heart which is the defibrillator's function.

Rebreather: This is a function automatically activated by the suit when it is submerged in water (Or when oxygen is otherwise unavailable). The rebreather provides the wearer with breathable oxygen. It is capable of recycling exhaled carbon dioxide back into oxygen, and can also utilize the process of hydrolysis to break apart water molecules into hydrogen and oxygen, use the hydrogen to help power the suit and to give the oxygen to the wearer to be inhaled. This process allows the user to stay underwater indefinitely (as long as the user wants to remain underwater).

Thrusters: The Nanosuit 2.0 possesses thrusters, allowing for movement in zero-gravity environments, as well as easier movement underwater.

Superior Combat Assault Rifle (Or SCAR):
SCARmk20.jpg
Magazine Size: 40
Fire Mode: Fully-automatic, semi-automatic, Grenade Launcher attachment, Light Shotgun Attachment, Gauss Attachment.
Rate of Fire: 700RPM

Hammer High-Caliber Pistol:
Crysis3_hammer.jpg
Magazine Size: 9
Fire Mode: Semi-Automatic
Rate of Fire: 200RPM

"Being a good soldier comes down to one thing. To one single question: What are you prepared to sacrifice? When they came to me with the nanosuit, I sacrificed Laurence Barnes, the man I was, to become Prophet. When my own flesh and blood held me back, I sacrificed that too. Replaced it, like a spare part. Victory costs. Every time, you pay a little more."​
 
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#8
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Name: Atriox

Series: Halo

Canon: After the main campaign of Halo Wars 2

Abilities:
As a member of the Jiralhanae race, he possesses strength beyond that of any ordinary human. In the story of Halo Wars 2, he engaged three members of the Spartan Red Team: Jerome, Alice and Douglas in a 3 versus 1 battle and defeated them with ease, even capable of breaking Douglas's arm through his armour and crushing his helmet in the palm of his hands with little to no effort. He is a cold, calculating, cunning, and brutal leader with more intelligence than the average Jiralhanae, often keeping his cool in situations that would drive ordinary brutes into a frenzy. He has however no hatred towards humanity and has a degree of honour, when he spared the team of Spartans instead of crushing them entirely and even offered the Captain of the Spirit of Fire; Cutter an opportunity to flee. He is coated in armour made from scavenged parts, and on his chestplate bears the mark of an Orbital Drop Shock Trooper; suggesting that he has likely encountered and killed at least one.

Equipment:
Chainbreaker
HW2_-_Announce_Trailer_-_Gravity_Mace.png
The Chainbreaker is a custom-built Energy Mace that has constructed with additional parts from a Type-2 "Gravity Hammer" EW/H, and serves as Atriox's signature weapon. The weapon consists of a short handle, just long enough to hold with two hands, with a bladed head at the end. In addition to some metal blades, there are at least three energy blades on the head of the mace which, when turned on, glow with red energy and emit a thin mist. The weapon's handle is almost identical to that of the Type-2 Gravity Hammer, albeit much shorter and with a curved end.​
 

The Wanderer

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#9
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Name: Frank "Gray Fox" Jaeger

Series: Metal Gear series

Canon (Where in the story are you taking them from?): After the events of Metal Gear Solid.

Abilities (This includes the character's skills): Due to the exoskeleton and cybernetic augmentations, Frank Jaeger has near superhuman strength, agility, stamina, speed and endurance. Being able to break someone's arm in one fluid motion, or deflect bullets with speeds that can be unseen to the human eye, or handle several blows from high powered weaponry before needing to fall back to avoid critical damage.

Equipment: A high frequency blade - A blade reinforced by powerful alternating currents and resonating at very high vibrations, the combination of the two cause weakness in the molecular bonds of anything the blade cuts. Effectively allowing the blade's cutting ability to be enhanced. However, this does not mean it is perfect. As certain materials can negate the enhanced cutting ability allowed by the alternating currents and vibrations. Not to mention, there are some things the blade cannot simply do any sort of damage to.​
 

AIM Leader Wade

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#10


Name: Arthur Morgan

Series: Red Dead Redemption

Canon: Midway into RDR2. (Since I ain't gone that far.)

Abilities: Man's a deadshot with a gun. You got into battle with him, he's got a good chance of taking off your head with a pistol. (Meaning he's got good Eagle Eye vision, but we'll not mention that in Kayfabe.)

Equipment: With his horse, he has some rifles, pistols, revolvers, a bow and arrow, some food and water, couple things that go boom, and some camping supplies. Without it though, the man only has a revolver, a carbine revolver, and a lasso.

 

Minerva

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#11

Name: Jeanne d'Arc (Alter)



Series:



Canon (Where in the story are you taking them from?): Soon after her summoning.

Abilities (This includes the character's skills):
As a Ruler, Jeanne Alter possesses the same Magic Resistance as her normal self and a lowered Charisma. Her Noble Phantasm is La Grondement Du Haine.

Jeanne Alter, having been produced by Gilles' wishes, possesses from birth the power of the Dragon Kind via the Dragon Witch Skill, a powerful Skill retrieved from the violent Hundred Years War. She is believed to be an inverse phenomenon from saints possessing anecdotes of dispersing the Dragon Kind, such as Saint Martha and Saint George. he possesses a unique Charisma that makes dragons obey her, and a power that raises the attack power of the party. Lower-class Dragon Kind members can be placed under her control and handled with a swing of her flag. At the same time, it also doubles as a non-standard Riding Skill and can even ride a Dragon Kind by acquiring this Skill.

Equipment:

Her flag, which activates her noble phantasm. Her sword and armor. A change of a casual set of clothes and a dress.​
 
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Nero Kunivas

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#12
Villain Submission

"I know you can feel it...it is the end of all things..."

Name: Shao Kahn, Konqueror of Realms, Ruler of Outworld

Series: Mortal Kombat

Canon: Reboot Timeline; After killing an unaware Kung Lao and facing off against a vengeful Liu Kang, Shao Kahn was confident in his imminent victory and the subsequent absorption of Earthrealm was all but assured. Unfortunately for the Kahn, Liu Kang proved far stronger than he had anticipated and after a long, grueling fight, Liu Kang put an end to Shao Kahn's notions of taking Earthrealm with a flaming punch through his chest, seemingly killing him. Unbeknownst to Kang at the time, Shao Kahn survived...but he was now shamed and enraged, particularly with Shang Tsung, who had suggested the plan of making it so only this match would be needed to absorb Earthrealm in the first place, meeting great scorn from the Kahn the moment he opened his mouth.

However, before anything more could be spoken to the Kahn, he and Ermac were taken from Outworld in a flash of mysterious green light, deposited in a world completely unknown to them and thus, the Kahn soon found himself quite fortuitous, for he met with Doctor Victor Von Doom, barely able to stand, feeling at first as if this was his darkest and final hour. But Doctor Doom had other plans for Shao Kahn, instead of finishing him, he extended the hand of friendship to the disgraced Kahnum, offering him the chance to reclaim his honour and achieve greater heights than ever before at his side, as his partner.

Ordinarily, Shao Kahn would spit at the idea of collaborating with someone he didn't know nor care to know posturing so before him. But now was no time for such dismissal...Shao Kahn needed power, he needed Doctor Doom's help and though he would not beg, the Kahn wordlessly took Doom's hand and accepted his offer with little hesitation...

Abilities: Superhuman strength and durability, surprising speed and agility, Light Magic (Often coloured green), Soul Absorption and peerless taunting capabilities.

Equipment: Wrath Hammer.

"It's official. You suck."

(Made a completely new Shao Kahn sheet with a different, more fitting portrayal in mind.)
 
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Nero Kunivas

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#13
- Villain Submission -

"I will guide you to the depths of Darkness..."

Name: Terra-Xehanort, "Terranort", Keyblade Master, Stolen Vessel for Darkness

Series: Kingdom Hearts - Birth by Sleep

Canon: Epilogue of Birth by Sleep: After claiming Terra's body by using his Darkness against him, Xehanort dispensed with Terra's armour and Keyblade, but the former was reanimated by Terra's discarded thoughts and rage into the Lingering Will, who combated Terra-Xehanort and knocked him unconscious, before he was propelled across worlds by the X-Blade's destruction, finally landing in Radiant Garden, with a fragmented memory. However, he soon came across Terra's friend: Master Aqua, who unintentionally restored Xehanort's memory, leading him to attack her. However, before combat could take place, Terra-Xehanort was robbed from the Garden by a flash of green light, perplexing the young Keyblade Master in question, but it could not compare to how Xehanort felt as he awakened in a city unfamiliar to him.

Abilities: Manipulation of powerful Darkness and Dark Energy, summoning of a dark familiar known as a "Guardian" to protect and attack his foes along side him, levitation, teleportation and several abilities borrowed from Terra, such as Earth powers, the Ars Solum technique, Meteor and Mega Flare to name a few, along with the ability to heal himself if given the chance with Curaga. Xehanort possesses intimate knowledge of the Heart and the Keyblade, able to manipulate the former and can transform the latter into numerous other weaponry.

Equipment: No Name/Master Xehanort's Keyblade - A legendary, ancient Keyblade passed down from Master to Master, ownership starting with the all-knowing and renowned Master of Masters but given to his apprentice, with all-seeing eyes upon the blade as to grant him the foresight he was known for.

"Your body submits, your heart succumbs, so why does your mind resist?!"

Further Images:
Guardian:
Keyblade:

(And here's another. Because I felt like it. lol)
 
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The Wanderer

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#14
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Name: John "Master Chief" 117

Series: Halo

Canon: In the middle of the period between Halo 3 and 4 (Where in the story are you taking them from?):

Abilities: Project ASTER Spartan II program has granted John many enhancements. They are listed as the following.

Occipital Capillary Reversal - The subject gains an increase to visual perception, allowing them to see up to farther away with little assistance from scopes or other devices.

Carbide Ceramic Ossification - An advanced carbide ceramic material is grafted onto the skeletal structure to begin assimilation into the upper layers of the each individual bone. This results in the bones being virtually unbreakable.

Catalytic Thyroid Implant - A platinum pellet is implanted in the left thyroid gland; this pellet contains a human growth hormone that is released into the body to boost growth of skeletal and muscle tissues. As the hormone is released into the body the pellet dissolves and is absorbed. The hormone targets and stimulates the growth of fast and slow twitch muscle fibers, effectively producing significant gains in muscle mass. The hormone also targets osteoblasts to help boost bone tissue formation and effectively strengthen the bone structure.

Muscular Enhancement Injections - In addition to the growth hormone catalyst, a protein complex is injected intramuscularly that targets the muscles' intracellular molecular machinery to help increase muscle strength and endurance. These injections target the muscles' molecules increasing the density of the connective tissues and fibers, the more visible result being the muscles quivering and contorting over one another, making connecting tendons stronger and decreasing lactase [sic] recovery time.

Superconducting Fibrification of Neural Dendrites - Alteration of bioeletrical nerve transduction to shielded electronic transduction. 300% increase in subject reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity.

The results of the augmentations on the successful candidates were unprecedented; the SPARTAN-IIs performed well beyond the projected capabilities. Dr. Halsey suspected this to be due to inexplicable, synergistic effects resulting from all the augmentations acting in concert. Combined with the Spartans' intelligence, seamless teamwork and unyielding drive for success, the augmentations made them nearly unstoppable against any conventional combatant. Chief Petty Officer Franklin Mendez stated that after the augmentations the Spartans would only get better as they adjusted to the changes. Therefore many of the Spartans' attributes have increased through time and acclimation.

Only a few months after augmentation procedures, the SPARTAN-IIs were capable of running at speeds exceeding 55 km/h or 34.2 mph. Kelly-087 was noted as capable of running even faster. Later during the Human-Covenant war, while in her Mark V MJOLNIR armor, Kelly-087's top speed was 62 km/h or 38.5 mph. John-117 has been noted to have run at around 105 km/h or 65.2 mph during a MJOLNIR Mark V training exercise; however, his Achilles tendon was torn because the strain put on his body was unsustainable.

The SPARTAN-IIs were capable of lifting at least three times their body weight without the aid of their MJOLNIR Powered Assault Armor, when they were 14 years old. During their initial exercises in Reach's titanium mines, after recovering from the augmentations, the Spartans completely overpowered trainers wearing Mark I exoskeletons, outrunning their automated targeting systems and dismantling the heavy combat suits with their bare hands. A kick by John-117 flung one of the exoskeleton-clad men eight meters.

Despite the carbide ceramic ossification rendering the Spartan-IIs' bones "virtually unbreakable", they can still be broken by extreme physical trauma. Examples of this include Kurt-051's ribs being broken by a Hunter's shield strike, Otto-031 breaking his ankle upon falling from a great height, and Douglas-042's left shoulder being broken by Atriox.

Their reaction time, while impossible to chart accurately, was estimated to be twenty milliseconds. The Spartans' reaction times were noted to be significantly faster in combat situations or with assistance from an AI. The reaction times of the SPARTAN-IIs were so fast that they, in heightened states of stress, were able to think, react and see things as if everything around them were simultaneously occurring at both a slow and rapid pace - a phenomenon dubbed "SPARTAN Time" by Kelly-087. The motion of a Spartan in combat is nearly impossible for an outsider to follow, their movement appearing as a blur. These reflexes allowed Spartans to successfully dodge gunfire on certain occasions. SPARTAN-IIs are also known for their sharp eyesight, their occipital capillary reversal allowing them to virtually see in the dark.

When wearing MJOLNIR armor, a Spartan's strength is boosted significantly. During the Battle of the Rubble in 2535, Adriana-111, while clad in Mark IV armor, used her enhanced strength to lift a Mongoose by the handle bars and ram several Grunts with it. She followed up her maneuver by using the Mongoose as an improvised hammer, smashing three Grunts into the ground, pulverizing them in the process. During the Battle of the Etran Harborage, the three members of Red Team (Jerome-092, Alice-130, and Douglas-042) defeated a force of over twenty Stealth Sangheili in close-quarters combat without sustaining any injuries themselves. A MJOLNIR-clad Cal-141 was capable of blocking a Jiralhanae Chieftain's gravity hammer swing with a single hand, dodging multiple swings from the Brute, using her enhanced strength to jump to great heights, and wounding the Chieftain with a few punches and kicks. As he was trying to delete Gamma Station's navigation data during the Fall of Reach, a MJOLNIR clad John-117 physically stalemated a Sangheili in a zero-g grapple and wrestled it for control over a plasma pistol; he successfully killed it by striking it in the face with his elbow and shooting it with the plasma pistol. During the Battle of Installation 04, a 41 year old MJOLNIR armored John-117 flipped a Warthog and later broke the skull of a Sangheili soldier with his fist, after it was weakened by a grenade.

During Operation: FIRST STRIKE, John-117 fought a Jiralhanae in close-quarters combat and successfully killed it through the use of Brazilian Jiu-Jitsu and a grenade, despite being physically over-powered by it. Additionally, Linda-058 shot the pilots out of two Banshee fliers as she was hanging from a titanium cable that was attached to her arm and leg.

While trying to secure the space elevator in Havana during the Battle for Earth, Fred-104 clad in MJOLNIR Mark VI, fought and killed a Jiralhanae warrior in close quarters combat with a well placed strike to the Jiralhanae's neck and the entire clip from his rifle. During the Battle Of Onyx, Will-043 engaged a Hunter pair in hand to hand combat, and succeeded in killing one by ripping the worms out of its body, after Linda-058 bruised its mid-section with her sniper rifle. In the same battle, Kelly-087 engaged three Sangheili in hand-to-hand combat, snapping the wrist of one Elite, taking his energy sword, and cutting two more in half with a single swing.

In 2553, during the boarding of the Piety, Naomi-010, while clad in Mark VII armor, defeated a Jiralhanae with a single uppercut, breaking its spine in the process. During Operation: JOVIAN WHISTLE, Fred-104 successfully struck an Aggressor Sentinel to the ground and physically stalemated the drone as it started to push him around.

In 2559, during Second Ark Conflict, Jerome-092 single-handedly defeated numerous Jiralhanae and Sangheili inside the Enduring Conviction. He was able to hold a Jiralhanae Warlord's jaw and pull the Warlord to the ground despite its weight, while uppercutting another Jiralhanae with his shotgun.[
(This includes the character's skills):

Equipment:

MJOLNIR Mark VI Modified
  • Inner skinsuit: The inner skinsuit is made of a moisture-absorbing synthetic material linked to an environmental control computer and the occupant's neural interface. It controls the suit's temperature and actively changes how the suit fits the user.

  • Integrated communications helmet:The ICH is one of the most vital aspects of the MJOLNIR system. It is made of Titanium, contains key features like a Heads Up Display, and can identify equipment and display information about it when it is picked up by the wearer. Another feature is the direct neural interface system, which connects to a Spartan's neural implants. Two core processor chips are implanted into the subject's skull at the rear of the head. This is essentially comparable to an on board computer using parts of the human brain for processing - when the connector at the rear of the subject's head and receptors in the brain link to the helmet's on board sensors it creates the neural link needed to move the MJOLNIR suit. The helmet also contains equipment to protect the user in hostile conditions, such as filters to remove toxins from the atmosphere, an oxygen supply to provide air to the wearer during EVA, thermal and motion trackers, radio communicators, solar-powered lighting, and imaging and video gear. The helmet also contains an AI housing located on the back of the helmet.

  • Titanium alloy outer shell: The outer shell of the Mjolnir armor is comprised of a fairly thick titanium alloy. This plating covers the chest, arms, hip, legs, calves, feet and hands. This alloy is very resilient, can take significant damage, and is nearly impervious to small arms fire. While enough shots from armor piercing rounds will breach the outer shell, the suit can take a few glancing blows from them without compromising the armor. The outer shell of the all Mjolnir suits is covered with a refractive coating to help disperse the heat experienced from Covenant energy weapons. However one or two direct hits from any Plasma weapon will compromise the armor plating.

  • Titanium nanocomposite bodysuit: Sandwiched between the external armor and the internal padding is a thick black armored bodysuit. This suit has numerous functions, small but vital to the safety and survival of the wearer. The bodysuit is made of a titanium-based material, making it very strong and yet very flexible. It also serves as another layer of protection against ballistics attacks and is coated with a heat resistant material to disperse heat from plasma weapons.

  • Hydrostatic gel: Underneath the armored bodysuit is a gel-filled layer, this gel layer regulates the temperature of the suit and can re actively change its density to conform to the wearer's shape - the temperature inside the suit is controlled by the moisture absorbing cloth suit underneath the hydrostatic layer. The hydrostatic gel layer can also be pressurized to various levels to potentially save the wearers life should the wearer be subjected to high G forces or a high velocity impact; however, over-pressurizing this layer can cause nitrogen embolisms.

  • Reactive metal liquid crystal layer: Sandwiched between the external armor and the internal padding is a layer of piezoelectric material that deforms along a preferred axis when exposed to an electric charge. This layer acts as synthetic muscle, allowing the Spartan access to approximately five times their unarmored strength when using the Mark VI due to new optimization of the crystalline geometries.

  • Memory-processor superconductor layer: A layer relatively new to the Mjolnir line, introduced with the Mark V, that is capable of housing an AI. Comprised of the same material as a starship's AI system, this layer allows an AI to travel with a soldier into the field. The AI can then aid the soldier in software intrusion, hardware hacking, and espionage by listening to enemy chatter.

  • Magnetic weapon holder strips: Powerful magnets are placed on the legs, waist, and back of the suit to hold any equipment with a magnetic property. The suit also contains a magnet system on the boots of the MJOLNIR suit that allow its wearer to stay attached to a metal surface in Zero G environments and can be toggled on or off by the wearer.

  • Energy shields: First tested with the Mark IV, made standard with the Mark V, and later refined with the Mark VI, the energy shield device is reversed engineered from Covenant technology. Beginning prior to 2531, forty scientists and technicians would spend the next two decades attempting to make some use of the technology. For decades the attempts at cracking their technology had met with failure after failure, some had given up and others in the scientific community believed the energy shield technology could never be cracked. However at some point before 2552 a breakthrough was made and for the first time the UNSC had successfully cracked and improved upon the technology.

  • Pressure seal: The pressure seal is a vital component to the MJOLNIR system, it keeps the system airtight, underwater or in space. The seal is very strong and will only break under extreme pressure, such as in a high velocity impact or when the hydrostatic gel has been over pressurized.

  • Automatic biofoam injectors: Biofoam injectors are an integral part of the systems that keep a SPARTAN-II functioning in battle. Biofoam is a medical gel that is used to fill and seal a wound automatically, it is also used to treat any infection that could occur as a result of the wound.

  • Fusion reactor: The fusion reactor is the most essential part of the Mjolnir system, as it provides power to all equipment on the armor - the reactor is built into the suit and allows for nearly unlimited movement. The fusion reactor in all versions of the Mjolnir armor are half the size of a normal fusion pack used by Marines.

  • Force-multiplying circuits: Located throughout the armor, these systems boost the force applied by the user. They make hand-to-hand combat easier, but also make the armor difficult to adjust to; a slight motion can be translated into a potentially harmful one if not conducted correctly. For this reason it is only possible for Spartans to use this armor, as their strengthened bodies are able to withstand the increased power and speed of movement, which, in un-augmented human bodies, results in broken bones or death, due to spasms caused by the pain of broken bones.

  • Reactive circuits: Reactive Circuits are systems installed directly linked to the Spartan neural interface. They amplify the wearer's reaction time by connecting directly to the thoughts of the wearer, making it much easier to control and allowing for the soldier to be both more efficient and have a higher survival rate in combat.

  • Power supply control unit: Manages the power supply of the armor.

  • MJOLNIR Mark VI BIOS: The basic input/output system, standard firmware interface for the Mark VI.

  • Lock-down system: The lock-down system protects muscles and joints from traumatic, high-impact injuries by seizing the suit into a rigid posture through modifying the density of the hydrostatic gel layer.

  • Quantum mirror: A part of the armor's motion sensor system, located in the shoulder pauldron.

  • Fail-safe detonation system: This system functions as a self-destruct mechanism in order to prevent a dead Spartan's armor from being compromised by hostiles. It is activated by a series of digits that only the Spartans know. When engaged, it produces a reactor overload that burns everything within a ten-meter radius, then produces a large blast.

  • Auto-repair and bypass nodes: Any damage that the titanium armor plating suffers can be repaired by built-in, triply-redundant subsystems. These systems are receptive to nanomachines facilitating the repair. Additionally, bypass channels allow certain components to function if routing is compromised by extensive damage. Both these systems can fail, resulting in "scarred" armor plating.

  • Thruster pack: Located at the back of the armor, this component provides the ability to propel the wearer over short distances and to maneuver in low-gravity environments

MA5D Assault Rifle

M6H Magnum​
 
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#15
rsz_kerrigan.png
Name: The Queen of Blades, Kerrigan

Series: Starcraft

Canon: After the events of Starcraft 2: Heart of the Swarm

Abilities: As Kerrigan used to be a human, specifically a member of the Terran Ghosts, she had incredible Psionic capabilities to the point where she was unable to be classified on the PSI Signature Scale, making her one of the strongest Psionic wielders in the Universe. She is capable of lifting opponents into the air and slowly doing damage to them, to chaining lightning between different nearby targets. However she had began infested by the Zerg and became the Primal Queen of Blades, changing her appearance to a different stature and coated in an armoured carapace, claws, and the wings on her back are usable as close-quarter weapons. Due to being infested, she had full capability of wielding her Psionic potential, allowing her to create Psionic storms which can cause damage to both objects, lifeforms and even the ground and air itself. Outside of her main abilities, she can utilise her Primal Zerg Body to dive into enemies with Terrible Force. As the Queen of Blades, she is able to spin zerg DNA strands/sequences into her own creations, such as when she created a Broodmother Larva and injected it into a Protoss Prisoner in order to infest a Protoss Research Ship known as the Daelaam Ark.

Equipment: N/A

"Yeah, I’m still the Queen Bitch of the Universe."
 

LuckycoolHawk9

Disappointed, Yet Not Surprised Demon Wizard
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Mostly Passive, Sometimes Agressive
#16
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Name: Mary Poppins
Series: Mary Poppins film series
Canon (Where in the story are you taking them from?): After the end of Mary Poppins Returns
Abilities (This includes the character's skills): Magic- Listen, don't ask how she does half the stuff she does. Mary never explains anything, just go with it. If you're an adult, you probably won't remember it by tomorrow anyway.
Teleportation- Yes, she can do that.
Speak with animals.
Ice cold glare- Mary can give you a look that tells you that you fucked up and you would know it.
Manners- Mary has a way of making you feel bad for poor manners.
Practically perfect in every way- This is a standard and Mary has achieved it. Don't ask how.
Gifted singer and dancer- Listen, Mary can act as a great distraction if you need her too.
Flight- One of the magical gifts Mary has is the ability to fly with her trusty umbrella.
Equipment: Purse that seems to have no bottom and holds way more items that seem feasibly possible. Umbrella with a parrot on it. It can talk, nothing too weird.
Extra: Mary will deny anything magical she does- so you might want to leave your questions at the door if you value your sanity. Also, her powers are weaken when she is taken out of her world, so they work at about 1/2 capacity as in they work half of the time.
 

LuckycoolHawk9

Disappointed, Yet Not Surprised Demon Wizard
Roleplay Invitations
Group Roleplays, One on One Roleplays, Private Convo Roleplays
Posting Speed
Several Posts a Day, A Few Posts A Day, One Post a Day
My Usual Online Time
Will be updated when school year starts. For now, pretty much whenever
Genders You Prefer Playing
Male
Playing Style- Passive or Aggressive
Mostly Passive, Sometimes Agressive
#17
Jester.jpg
Name: Jester Lavorre
Series: Critical Role
Cannon: Let's say at cureent timeline to today.
Abilities and Equipment: I'm mobile so take this wiki link for now and safely assume that if it's listed I'll use it. ( Will edit when I get home) Jester Lavorre
 

The Wanderer

Mysterious Stranger
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#18
0gth.jpg

Name: Albert Wesker

Series: Resident Evil series [Video Games]

Canon (Where in the story are you taking them from?): Before Resident Evil 5

Abilities (This includes the character's skills):

Due to the virus he has been infected with, Wesker has gained the ability to move at almost superhuman speeds to where it appears that he is teleporting, have equally superhuman endurance and strength. Able to put a sizable dent in metal or pierce the chest of a regular human with just his hand.



Equipment: A Samurai Edge, which is a modified powerful handgun that Wesker kept from cover as a S.T.A.R.S Captain. Beyond that, he doesn't have anything else as he believes he does not need anything else.​
 

AIM Leader Wade

Cult of Personality
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Aggressive as fuck.
Favorite Genres
Sci-fi, modern, horror, a bit of dark romance stories.
Genre You DON'T Like
Fantasy, I don't hate it, I just don't focus on it a lot.
#19


"We are many. You are but one."

Name: Ermac​

Series: Mortal Kombat

Canon: Within the new timeline made by MK9, before the earthrealm invasion by his master, Shao Kahn

Equipment: None

Abilities:
Ermac is not one person, but an entire collection of souls of warriors brought together into physical form through means of powerful magic, courtesy of Shao Kahn. Due to this, Ermac always refers to himself as a group instead of a single person (saying things such as, "we" and "us", instead of, "I" or "me"). As a result of his very being being composed of thousands of souls, Ermac possesses various powers related to them, most commonly in the form of telekinesis, which allows him to manipulate every aspect of living and non-living objects with his mind. In addition to his telekinesis, he is also able to manipulate soul energy because of his composition, which he utilizes in the form of both levitation and firing projectile attacks.​

In addition to his souls-based abilities, Ermac is also immensely skilled in physical combat. This may also be the result the fact that many of the souls that make up his body are that of ancient warriors who possibly are the source of his knowledge of different forms of martial arts.​
 

AIM Leader Wade

Cult of Personality
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
Speed of Light, Several Posts a Day
Writing Levels
Advanced
Genders You Prefer Playing
Male, Female
Playing Style- Passive or Aggressive
Aggressive as fuck.
Favorite Genres
Sci-fi, modern, horror, a bit of dark romance stories.
Genre You DON'T Like
Fantasy, I don't hate it, I just don't focus on it a lot.
#20


Name: Kane

Series: Command & Conquer

Canon: During the up rise of NOD in the third game of the series

Equipment: Besides a mere pistol, Kane holds no real equipment

Abilities: Kane is a master manipulator, seeking to mold humanity in his own vision through the thousands of years he has lived on earth. He is seemingly immortal, never aging, and every attempt made to kill him has been unsuccessful so far. Though if this is true, it has never been 100% confirmed. Either way, he commands the Brotherhood of NOD, and his ultimate goals are but a mystery.

(Though he just kinda wants to leave earth in reality.)